/*
 * Copyright (C) 2016+     AzerothCore <www.azerothcore.org>, released under GNU GPL v2 license: https://github.com/azerothcore/azerothcore-wotlk/blob/master/LICENSE-GPL2
 * Copyright (C) 2008-2016 TrinityCore <http://www.trinitycore.org/>
 * Copyright (C) 2005-2009 MaNGOS <http://getmangos.com/>
 */

/** \file
    \ingroup world
*/

#include "WeatherMgr.h"
#include "Weather.h"
#include "Log.h"
#include "ObjectMgr.h"
#include "AutoPtr.h"
#include "Player.h"
#include "WorldPacket.h"
#include "WorldSession.h"

namespace WeatherMgr
{

    namespace
    {
        typedef std::unordered_map<uint32, acore::AutoPtr<Weather, ACE_Null_Mutex> > WeatherMap;
        typedef std::unordered_map<uint32, WeatherData> WeatherZoneMap;

        WeatherMap m_weathers;
        WeatherZoneMap mWeatherZoneMap;

        WeatherData const* GetWeatherData(uint32 zone_id)
        {
            WeatherZoneMap::const_iterator itr = mWeatherZoneMap.find(zone_id);
            return (itr != mWeatherZoneMap.end()) ? &itr->second : nullptr;
        }
    }

    /// Find a Weather object by the given zoneid
    Weather* FindWeather(uint32 id)
    {
        WeatherMap::const_iterator itr = m_weathers.find(id);
        return (itr != m_weathers.end()) ? itr->second.get() : 0;
    }

    /// Remove a Weather object for the given zoneid
    void RemoveWeather(uint32 id)
    {
        // not called at the moment. Kept for completeness
        WeatherMap::iterator itr = m_weathers.find(id);

        if (itr != m_weathers.end())
            m_weathers.erase(itr);
    }

    /// Add a Weather object to the list
    Weather* AddWeather(uint32 zone_id)
    {
        WeatherData const* weatherChances = GetWeatherData(zone_id);

        // zone does not have weather, ignore
        if (!weatherChances)
            return nullptr;

        Weather* w = new Weather(zone_id, weatherChances);
        m_weathers[w->GetZone()].reset(w);
        w->ReGenerate();
        w->UpdateWeather();

        return w;
    }

    void LoadWeatherData()
    {
        uint32 oldMSTime = getMSTime();

        uint32 count = 0;

        QueryResult result = WorldDatabase.Query("SELECT "
                             "zone, spring_rain_chance, spring_snow_chance, spring_storm_chance,"
                             "summer_rain_chance, summer_snow_chance, summer_storm_chance,"
                             "fall_rain_chance, fall_snow_chance, fall_storm_chance,"
                             "winter_rain_chance, winter_snow_chance, winter_storm_chance,"
                             "ScriptName FROM game_weather");

        if (!result)
        {
            sLog->outErrorDb(">> Loaded 0 weather definitions. DB table `game_weather` is empty.");
            sLog->outString();
            return;
        }

        do
        {
            Field* fields = result->Fetch();

            uint32 zone_id = fields[0].GetUInt32();

            WeatherData& wzc = mWeatherZoneMap[zone_id];

            for (uint8 season = 0; season < WEATHER_SEASONS; ++season)
            {
                wzc.data[season].rainChance  = fields[season * (MAX_WEATHER_TYPE - 1) + 1].GetUInt8();
                wzc.data[season].snowChance  = fields[season * (MAX_WEATHER_TYPE - 1) + 2].GetUInt8();
                wzc.data[season].stormChance = fields[season * (MAX_WEATHER_TYPE - 1) + 3].GetUInt8();

                if (wzc.data[season].rainChance > 100)
                {
                    wzc.data[season].rainChance = 25;
                    sLog->outErrorDb("Weather for zone %u season %u has wrong rain chance > 100%%", zone_id, season);
                }

                if (wzc.data[season].snowChance > 100)
                {
                    wzc.data[season].snowChance = 25;
                    sLog->outErrorDb("Weather for zone %u season %u has wrong snow chance > 100%%", zone_id, season);
                }

                if (wzc.data[season].stormChance > 100)
                {
                    wzc.data[season].stormChance = 25;
                    sLog->outErrorDb("Weather for zone %u season %u has wrong storm chance > 100%%", zone_id, season);
                }
            }

            wzc.ScriptId = sObjectMgr->GetScriptId(fields[13].GetCString());

            ++count;
        } while (result->NextRow());

        sLog->outString(">> Loaded %u weather definitions in %u ms", count, GetMSTimeDiffToNow(oldMSTime));
        sLog->outString();
    }

    void SendFineWeatherUpdateToPlayer(Player* player)
    {
        WorldPacket data(SMSG_WEATHER, (4 + 4 + 1));
        data << (uint32)WEATHER_STATE_FINE;
        data << (float)0.0f;
        data << uint8(0);
        player->GetSession()->SendPacket(&data);
    }

    void Update(uint32 diff)
    {
        ///- Send an update signal to Weather objects
        WeatherMap::iterator itr, next;
        for (itr = m_weathers.begin(); itr != m_weathers.end(); itr = next)
        {
            next = itr;
            ++next;

            ///- and remove Weather objects for zones with no player
            // As interval > WorldTick
            if (!itr->second->Update(diff))
                m_weathers.erase(itr);
        }
    }

} // namespace
